Info > Feedback and Suggestions
Design Paradigm, Game balance, and Gunner vs Engineer.
Deltajugg:
--- Quote from: Mr.Disaster on August 07, 2014, 01:27:42 pm ---We can't fix this problem by giving the gunner more repairing possibilities, but by giving gunner such gunning possibilities that sometimes it's worth having two gunners instead of two engineers.
--- End quote ---
and then you fight against Cake and realize that this is not the best idea
-Mad Maverick-:
or a hwacha fish or a trip art junker
Tanya Phenole:
If you are giving gunners any passive buffs, I request introducing dash for engineers. Cause someone has to be in 2 places simultaneosly since that lazy butt always sits on his guns.
Also, I kinda thought of builds where gunners entirely replaced by engineers, and came to interesting conclusion.
Heavy carronade on goldfish REALLY needs a gunner. Because charged actually has 20% more damage and 10-ish% more DPS than buffed vanilla. And on a distance of heavy clip you may afford baloon engineer buffing front gun.
I guess, if light guns had such difference from ammo, as heavy guns do, it will be nice having different types of them, the situation will be same with my example above. But game has only 3 ships with heavy guns (and one of them is claimed underpowered). So I see, that new ammo types and changing effects from current ammo types is the only possible way to make room for gunner and save the game balance.
I might totally look like slowpoke, but I came up with any opinion on this topic only now.
Crafeksterty:
I still feel like the gunners need a tool that can be used on the gun.
Much like the addon idea where you can select a tool while on a gun and itl effect the gun like a pilot.
So for example, an addon tool that adds 10% more damage whenever it is selected on the gun.
So the gunner reloads to an ammo type,
When that is done
Selects the addon tool for the extra damage.
So in clarity, addons then neglect the negative effects of ammo.
So add in the +%dmg addon to greased, add in fire rate addon to burst, add in rotation speed addon to lochnagar.
The problem with this idea of what i heard is that it is a new mechanical behaviour to a gun.
What does it reload if an addon is selected during the reload?
Does it add on the + buffs with the ammo and a buff hammer buff?
Well not much else but thats the thing, its a new mechanical behaviour. The ammo being overhauled is cool but prooves for a very difficult to change tool the more you think about it.
Possible but the math is more difficult. The new tool type is easier to comprehend and make work for balance but is more difficult to make exist within the existing behaviour. (coding, programing, content making etc).
-Mad Maverick-:
sorry my clever elegent ideas that would not be that difficult to implement coding wise wasn't up to par... ;-P
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